I've posted about this a while ago, but I wondered if scripting could provide the answer here. I've got a nagging feeling it can't, but asking is free, so here goes.
It's about the fact that you can rotate a layer on all three axis in AS Pro: X, Y and Z. So far, so good. The problem however is that the X and Z axis are local, the Y axis however is global (I guess you must have some experience with 3D in order to understand what I'm talking about).
Is this AS Pro's way of avoiding gimbal locks?
I had a quick glance at the scripts for both the X and Y layer rotation tools. They seem to be identical apart from "x" being "y" of course. Does this mean that this oddball co-ordination system is hard-coded into AS Pro and can't be changed by re-writing the "lm_rotate_layer_y.lua" script?
X, Y and Z rotations for layers problem
Moderators: Víctor Paredes, Belgarath, slowtiger
Ah, I see. I've never used 3D object in AS Pro.
Well, I've been playing around a bit more with it and I noticed there's some sort of hierarchy Z > X > Y where one axis always rotates relative to the previous one.
When a layer is rotated on the Z axis, the X axis acts as a global axis.
When a layer is rotated on the Y axis, the X axis acts as a local axis.
I know rotating objects is about the most difficult calculation to do in 3D. Is that the problem here?
Well, I've been playing around a bit more with it and I noticed there's some sort of hierarchy Z > X > Y where one axis always rotates relative to the previous one.
When a layer is rotated on the Z axis, the X axis acts as a global axis.
When a layer is rotated on the Y axis, the X axis acts as a local axis.
I know rotating objects is about the most difficult calculation to do in 3D. Is that the problem here?